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Ghostbusters: the Video Game Walkthrough
Author: Richard Wallberg
Email: Richforce@bellsouth.net
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Table of contents
1a. Welcome Aboard!
2a. Version History
3a. Ghostbusting 101
4a. Meet your new Co-workers (and other important people)
5a. Ghostbusters tools of the trade
6a. On the Job Training
6b. Slimerís Mitzvah
6c. And the Kitchen Sink, Too
7a. Marshmallow hunt
7b. Going up
7c. A Sticky Situation
7d. Puffy White Menace
7f. The Rise and Fall of Stay Puff
8a. A Quick Detour
8b. Call of the grey lady
8c. Shhhhhhhhhh...
8d. Dark and Damp
8f. Wrath of the Collector
9a. Dr. Rutherford, I presume?
9b. Opening Night
9c. Hot Pursuit
9d. Ilyssa found
10a. Under new management
10b. Splitting up
10c. The 13th floor
10d. Lair of the Spider Witch
11a. Rivers of Slime
11b. The Slime Labs
11c. Black Slime Beast
12a. The Coming Storm
12b. The Necropolis
12c. The Architect
12d. The Destroyer
13a. Art page locations
14a. Scan locations
15a. Unlockables
16a. Legal info
17a. Special Thanks
*****************
1a. Welcome aboard!
Thank you for reading this guide for the Wii version of Ghostbusters: the
video game. Now keep in mind that this is NOT the same game as the PS3 and 360
versions so if you need help with those check their pages. It does tell pretty
much the same story though, so
*****************
2a. Version History
0.5 Basic walkthrough completed, 7/10/09
*****************
3a. Ghostbusting 101
This game is played with the Wii remote and Nunchuck
IR pointer: move cursor
Shake Nunchuck: remove slime
Remote gesture: slam object in capture stream
B button: Primary fire
A button: Secondary fire/Interact/Scan/collect trap/revive Ghostbuster
C button: target lock camera
Z button: press and make a bowling motion with Nunchuck to throw trap (you'll
only need to press z but the motion sends the trap further)
D-pad up: equip PKE Meter
D-pad down: equip blast stream
D-pad right equip Dark Matter Generator
D-pad left: equip Plasma Distribution System
1 button: bring up pause menu
2 button: field guide
*****************
4a. Meet your new Co-workers (and other important people)
Dr. Peter Venkman: the front man of the Ghostbusters, Peter is always looking
for a way to exploit paranormal activity for a quick buck but he brings the
essential street smarts the team needs.
Dr. Raymond Stantz: Rayís a hard scientist who sees things with the wonder of a
child and is very enthusiastic about his work. He never met a paranormal entity
he didnít like, except the ones that possess him.
Dr. Egon Spengler: A major science geek Egon always approaches even the
weirdest phenomena from a logical stand point. His research has saved the city
on one more than one occasion.
Winston Zeddmore: Winston is the everyman of the team, hired as extra help he
acts as the voice of reason for the team. He looks at Ghostbusting as your
basic 9 to 5 job but when things get hot he grudgingly steps up.
Janine Melnitz: The Ghostbusters' Secretary, while the guys are up at the front
lines Janine handles the paperwork and takes calls from clients. Janine is
there to keep the Firehouse lit with her understated charm.
Ilyssa Selwyn: the guest curator for the Museum of Natural Historyís new Gozer
exhibit. Since she came to New York paranormal activity has risen sharply,
is there a connection?
Walter Peck: A former EPA agent that has accused the Ghostbusters of using
Nerve Gas as part of an ongoing hoax; Peck has been named the head of PCOC
(Paranormal Contracts Oversight Commission) that could only mean trouble.
*****************
5a. Ghostbusters tools of the trade
Proton Pack: No Ghostbuster should be without it; this unlicensed nuclear
accelerator can be your best friend out in the field, just donít cross the
streams.
Primary Fire: Blast/Capture Stream; this stream of charged particles can sap a
Ghost of its strength until its weak enough to catch in the capture stream.
Then you slam it around until its dazed enough to trap.
Secondary Fire: Boson Darts; These little babies do tremendous damage to ghouls
(including those made of stone) but can quickly overheat your pack.
PKE Meter: the backbone of a paranormal investigation the PKE reacts to
Psychokinetic Energy given off by ghosts.
Primary Fire:Paragoogles; these allow the unseen
(Invisible objects and ghost trails) to become seen and you can still scan with
them on.
Secondary Fire: Scan; Scanning a ghost enters it into your Tobinís Spirit Guide
and tells you the best way on how to handle the pest.
Dark Matter Generator: the newest addition to the Ghostbusters arsenal this
baby is best used against demons and conglomerates.
Primary Fire: Shock Blast; Fires a conical pattern of dark matter like a
shotgun, powerful up close but gets weaker with range.
Secondary Fire: Stasis Beam; although it doesnít havenít any thing to do
with cold itís essentially a freeze ray for stopping your stronger entities.
P.D.S: An Ectoplasm firing system that helped the Ghostbusters save the city
the last time, itís essential against ghouls covered in Black Slime.
Primary Fire: Slime Blower; a water gun but with slime, cleans up black
slime and knocks ghosts out of a possessed person.
Secondary Fire: Slime Mine; a mine of condensed ectoplasm explodes on
contact or after a time delay if it hits a surface; covering a wide area.
*****************
6a. On the job Training
"The world we live in today, you shoot a proton stream of highly charged
particles at someone, they get all sue happy!" -Peter
After seeing the intro you start out in the Sedgewick Hotel, follow Ray and
Peter to the elevator and go in after the cutscene. When you are able to move
go left until so see slimer, blast him then follow Ray down the hall and to the
right. When you are able to use your PKE Meter in the next room follow the
signal down the hall and into right room at the end of the hall. After you've
shaken off the slime follow the signal down the hall and to the right. Blast
the cupboard in your way and continue following the signal until a door closes
behind you. Blast the desk in the corner and follow Slimer out the door then
hang a left, go down till the middle of the hall, when you get the message
go down and turn right, Revive Peter then call the elevator.
When you get off. Scan the ghosts with your PKE meter then blast the ghosts
till they flee. Follow Peter towards the lobby and after the cutscene head back
and make a left at the elevators, go through the door Peter opens to end the
level.
*****************
6b. Slimer's Mitzvah
"La'chaim, from the Ghostbusters!" -Peter
Go into the kitchen and blast the kitchen wisps that appear, then destroy the
table on the other side of the room to be able to exit. Go down the hall
and to the right to enter the ball room and find Slimer.
Use the basic ghost catching process on Slimer; Sap'em, Cap'em and Trap'em.
Use the blast stream to weaken him enough to hold in the capture stream,
follow the on screen prompts to slam and weaken him further, then throw out a
trap and guide him into it.
After the cutscene Sap, Cap and Trap (SCT) the two sous chef ghosts then
follow Egon to the elevators the go to the right. Head up the stairs and out
the door to close the level.
*****************
6c. and the kitchen sink, too
"Think he'll make us some pancakes?" -Peter
"No Peter, I think he wants to make us into pancakes." -Egon
Head to your left and down the hall zapping the ghost and anything he throws
at you. When you turn two corners use the capture stream on the vending
machines to make your way into the room.
This ghost will possess objects as well as throw them at you, if he gets into
something blast it to force him out then SCT him, then go into the next room
and your first boss.
*****
Boss: Chef Sargossa
This chef hides when you first come in, use the capture stream on the cake and
put it in the oven to lure him out. Dodge his thrown untensils and blast the
carts while blasting him and destroy the wisps that appear when he hides.
After that just trap him like any other ghost.
*****
Watch the cutscene then you'll go to the next level.
*****************
7a. Marshmellow Hunt
"He's still pulling apart a bulding built by the lowest bidder, how long do you
think that's going to last?" -Winston
Wrangle the slimed debris in the way then go forward blast the tape and turn
left. Wrangle the battery back into the generator then go through the open
door. Wrangle and slam the door the Constrution Worker Ghost slimed then go
forward. Use your unlocked Boson Darts on the Marshmellow globs and take either
path to the exit.
You'll need to capture both ghosts to unlock the door, you'll have to look for
them but then it's your basic SCT situation. In the room after the next you'll
come across Marshmellow Minions. Boson the blobs to stop them from spawning
more Minions then use the blast stream or Boson darts if there are a lot of
them.
The next room has two ghosts, one electrifed, and a drained battery. Bust the
non-charged ghost as usual then wrangle the battery into the charged one to
turn it back to normal then bust him. Then wrangle the battery into the
generator to open the elevator, step in to move to the next level.
*****************
7b. Going up...
"He seems to be angry." -Egon
"What was your first clue the throwing of cars or the mass destruct...
AH LOOK OUT, RAY!" -Winston
First room has you up against a printer paper zombie that will keep respawning
until you destroy the printer behind the counter, for the zombie zap until you
can wrangle him then slam down to destroy him. Take one of the debris pieces to
stop the flow of marshmellow goo that comes after you boson the blob then move
forward.
You'll be attakced by Electronic Wisps, they'll keep coming until you Boson the
arcade games that spawn them, then Boson the blob and proceed. You can either
catch the ghosts in the bathrooms or just boson the blob and ignore them.
Next room has both Printer paper zombies and Electronic Wisps. Keep both from
re-spawning then de-blob the room and proceed. Next room has both Zombies and
Minons, blast the minions first then destory the printers before you get close
enough for them to make zombies.
Next room you have use the PKE meter to chase the ghost until you can catch
him (If you still can't find him he hides in the table in the middle of the
cubicles, the table next to the break room, the soda machine in the corner
and the desk in the corner of the room with the arcade game.Take out the arcade
game as you chase the ghost then SCT 'em. Go up the stairs taking out minions
(you can't destory the blobs that appear but they only spawn minions once each)
until you clear the level.
*****************
7c. A sticky situation
"Uh, did I mention there's a spectaculary beautiful lady in distress?" -Ray
"I'll be right there." -Peter
Move forward deblobing the hallway, you'll end up in a room with three blobs
two of them charged, get rid of the charged to stop the minions and the
uncharged to move ahead.
The next area you have to charge and return two batteries in order to go ahead.
The batteries and ghosts will be in the same rooms. The first pair is in the
enterance room, with the battery under a charged blob in the corner. If you
turn left from the enterance room you see two doors, the Generator is through
the door on the left, the second battery is on the door to the right. The
second battery is under a desk in the corner of the room next to the window
nearest to the enterance room. The area is a loop so you should be able to
find your way around easy enough. Drain the charged ghosts then return the
batteries to open the door forward, it should have a green light next to it.
the next room has three charged blobs and three streams of Marshmellow goo.
Plug the holes with debris, boson the blobs then take care of any remaining
minions before going forward. Nothing you can do about the Gargolyes out the
windows so just de-blob the hallway and move forward.
Now you're face to face with the ol' Stay Puft himself. Take care of his
minions and Boson his arm three times to clear the way forward, be sure to
boson the blob left from his arm and to move quickly before he covers the way
out again. Then go down the hall and up the stairs to clear the level.
*****************
7d. Puffy White Menace
"Can you hold off Stay Puft for a few minutes?" -Egon
"If by few you mean less than one, then sure." -Ray
Move forward and two Gargoyles will attack you, the Blast Stream doesn't do a
lot of damage so hit them with Boson Darts, making sure to cease fire to cool
down before you overheat. Move forward again and two more appear; lather,
rinse, repeat. Move again and two more show up, this time with Marshmellow
Minons, take out the weaker minions first then attack the gargoyles. Move to
the edge of the building to face Stay Puft.
*****
Boss: Stay Puft
Take out any Minions he spits out and use a Boson Dart on one of his hands
then the other once your pack has a chance to cool down (or if you are playing
co-op each takes one hand and attacks it exclusively) after three hits on each
hand he'll go down, but not out.
*****
Beating Stay Puft clears the level
*****************
7f. the rise and fall of Stay Puft
"He's right rookie, your health insurance doesn't begin for another
89 days." - Egon
*****
Boss: Stay Puft
Stay Puft has three attacks, the first is by throwing debris at you that you
should blast back at him for damage, some of it has to be wrangled and then hit
with a Boson Dart to sendback to Stay Puft. Second he sometimes throws
Marshmellow instead so you'll have to Boson it. The third attack is only used
at the end of the fight, he'll try to grab you and considering that you can
only move side to side slowly he'll hit you for a lot of damage, He opens his
mouth just before hand so hit him there with a Boson Dart to put an end to this
campfire confection.
*****
After the cut scene you'll finally head back to the firehouse.
*****************
8a. A Quick Detour
"Leave a Haunted Room, I've got no problem with that." -Winston
After doing the scenes at the firehouse (plus you can now go to the basement to
read the a more detailed Tobin's spirit guide as well as chat with everyone's
favorite Carpathian trapped in a painting) Head to Ecto-1 to go to the Library.
Follow Ray to see two library ghosts flee then head upstairs where they split
up. Follow the purple one till he slimes a gate, wrangle it and slam. Head into
the reading room and the other ghost will attack along with some Book Bats,
use the shock blast on them then SCT the ghost. Follow the Grey Lady to the
lower level and use the Paragoggles to try and scan her. She'll flee downstairs
follow her to end the level.
*****************
8b. Call of the Gray Lady
"Everybody stick together... so much for stick together, new plan is
fan out." -Ray
"Flexible aprroach Ray." -Egon
Head downstairs, then head for each entrance into the maze until only one is
left use your Paragoggles to find your way through the maze and to watch out
for Ghost Snares, Shock blast the occasional Book Bat and zap ghosts until
they flee.
In the last room of the maze you'll come across Literature Page Zombies,
shock blast and wrangle them to submission. In the service hallway follow the
ghost to the sorting room to get back with Ray destroy the delivery chutes or
the Book Bats will keep respawning. After that destroy stuff until the ghost
appears, use shock blast on what he throws at you then SCT the sucker then go
through the door to the next level.
*****************
8c. Shhhhhhhhhh...
"Keep and eye on the twitchy ones, they'll really crease ya if you're
not careful." - Ray
Head forward and you'll run into two zombies and a Book Centurion, You'll need
to wrangle his shield off then blast away at him. Make a right after them then
left at the next door taking care of any Centurions. At a dead end try to scan
the Gray Lady and she'll run again, head back taking care of Book Bats and go
through the newly opened door.
Go down the hall until another ghost closes the door. Two Centurions will open
another one so thank them by tearing them apart. Go through the door and into
the Children's Reading Room. The ghost will spilt into five and hide in the
bookcases. Use you Paragoggles to find the five fragments hidden in the room
(As well as the ghostly handprints and hopscotch lines that make the ghostly
laughter of children even creepier) and blast the cases they hide in to put
them back together. Go SCT the ghost to move forward.
The next room will put you up agaisnt a very angry Book Golem. Use Shock Blast
to keep the Book Bats off and to expose the Golem's weak spots. Wrangle and
slam each weak spot as it appears and the Golem will fall, then go down the
open door to end the level.
*****************
8d. Dark and Dank
"And she just crossed right back." - Egon
Go to the next room and try to scan the Grey Lady chase her after she flees.
Watch out for a snare on your way to the next room, take care of the two
Book Centurions then follow your Paragoggles to a cupboard, blast it to open
the way forward.
After a flight of stairs you'll run into more ghosts SCT one then two more
show up after the first gpes down, after that lenghty battle go through the
door at the end of the room.
The next area seems to be a open sewer pit use you Paragoggles to find the
invisible platforms and walk across them to a dark tunnel, at the end take
the Codex and prepare yourself.
*****
Boss: Grey Lady
Your blast stream won't do anything while that shield is up use your Shock
Blast to destroy the Book Bats and the bookstands that are energizing her
shield, the stands are quick so the wide pattern of the Shock Blast helps.
After that SCT her.
*****
Once you catch the Grey Lady go into the creepy portal to end the level.
*****************
8f. Wrath of the Collecter
"Uh, he's right behind me isn't he?" - Ray
Pretty straight forward path through Ghostworld, just blast any Book Bats
until you go through the door by the two Lions
*****
Boss: Azletor
Wrangle any of the book balls, line it up with Azletor and fire a Boson dart to
launch it at the overgrown bookworm stuning him. The Paragoogles show the four
tounges are with weak points so use the capture stream on them and slam them.
After each tounge is destroyed he summons Book Bats, Centurions and a Golem
to fight. Take them all out get him attacking you again. Stay back when
he tries to body slam you and dogde the book balls he spits and repeat with the
process. After ripping out all four tounges watch the cutscene and end the
level.
*****
*****************
9a. Doctor Rutherford, I Presume?
"Great, Ray got his dumb heroic self possessed." - Winston
After the usual firehouse conversations, You'll be in the Museum. Go up the
ramp and to the right and press the button to open the door. Up ahead you'll
run across Black Slime which in a word is bad. Use your Slime blower to clean
it up and open the door. Next room you see a ghost, follow it cleaning up any
black slime in your path. Try to scan the ghost in the next room then blast it
to chase it away. Next room hose down the crates in the corner then use the
capture stream to move them away from the door.
When you come across a black slime covered crate hose it down then blast it to
free the Assistant Curator. Have him open the next door to the Restoration
Department,then use your PKE to expose the Snot Hag and SCT her. Follow the
path until Ray gets possessed, hose him with slime then bust the ghost. Then
go straight through the next room and into the elevator to clear the level.
*****************
9b. Opening night
"Just slime the damn thing!" - Winston
When the elevator opens head down to the Gozer exhibit. After the Possessors
attack trap each one. Eventually Peck will be possessed so you'll have to hose
him (with pleasure I'm sure) to catch the last ghost.
Slime then slam the half-open gate to continue ahead. After moving and clearing
black slime you'll meet a Black Slime Floater. You'll need to use the Slime
Blower to remove the black slime protecting him then you can use the Blast
Stream and trap. The next room seems to have no exit so use your Paragoogles
to see an invisble door then slime it and go through to clear the level.
*****************
9c. Hot pursuit
"I know the sign up front says where history comes alive, but come on."
- Winston
At intersection you'll find the ghosts placing to sprirt locks. You can go
right to the Mayan exhibit or left to the Egyptian exhibit, I'll start with the
Egyptian.
Egyptain: You'll be attacked by Mannequins as you go down the hall. First room
has you dealing with them and Flying Skulls, Use shock blast. The second room
has a black slime floater and three black slime wells. Catch the floater then
cap the wells with slimed scarrab disks. From the room's enterance cap the
right well with the nearby disk after sliming it, the middle one's is invisble
but right above it and once slimed falls into place. The left one's disk is in
two halves, slime the first half and wrangle it up the staircase then slime
the alcove for the second half and wrangle the first to it to complete it.
take the whole disk back to the well to seal it and bring out the Snot Hag with
the key. Catch her then go up the other set of stairs and slamie the invisible
door.
Mayan: First room you'll be attacked by possessed Mannequins. Destroy them to
knock out the ghosts and trap them, you may need to revive Winston here.
Second room has you playing the Mayan ball game, first bust the Black Slime
floaters then look for four balls, three are in thier cases in the front but
the fourth is hidden in a display in the back and can be seen with Paragoogles.
Slime the balls the wrangle them line up the ball with the hoop with a dark
portal and fire a Boson dart to score locking the ball in place. Four goals
will open up the door to the SnotHag holding one of the keys. SCT her then
slime the door out.
With both hags trapped you can head to the Civil War exhibit. Civil War ghosts
are fighting each other and think you're fighting for the other side. You can
trap them one at a time but it's faster to find the ghosts with the flags and
trap them causing the other ghosts for the flagbearer's side to vanish. After
that move ahead and meet Peter and Ray then go down the hall closing the
level.
*****************
9d. Ilyssa Found
"This is where earn the paycheck, and this is where we realize we don't get
paid enough." - Winston
In the room ahead you'll find two Black Slime Floaters and a number of Hound
Demons. Hose then SCT the floater and Boson the pack of Demon Hounds.
After the cutscene the real battle starts.
*****
Boss: Black Slimed T-Rex
Use the slime blower to expose the fossil's weak point while keeping your
distance, wrangle the weakpoint and slam to destroy everty thing except the
skull. Watch out for more Demon Hounds coming from the portals.
The skull has to be hosed down then hit with the blast stream. The Black
Slime coat will regenerate so you'll have keep switching, but keep it up
and you'll blast him back to the Cretaceous.
*****
One more cutscene then back to the firehouse.
*****************
10a. Under New Management
"If the elevators don't eat us." - Winston
"Yes, if the elevators dont eat us." - Egon
Try out your new Statis Beam on the web then shatter it with Blast Stream or
Shock Blast. Head towards the elevators ignoring the Echoes, they're harmless
make a right at the elevators and wrangle away the vending machines from the
stairway door, go in and watch the cutscene. You'll be attacked by Malevolent
Echoes, unlike the Docile Echoes these are dangerous, use the Statis Stream
then unload the Shock Blast.
Head back the way you came until you are in front of the Ballroom more echoes
appear with four ghosts. Take care of the Echoes first, they can take down one
of the other Ghostbusters in no time. Then SCT the black ghosts to open the
ballroom.
SCT two ghosts in the ballroom to move forward. Stasis and blast the webs but
each time you do so you'll free a spider scuttler. Just Shock blast the little
bugger and move on. The kitchen is divided into three rooms, go into the the
second kitchen and look for a doorway into the utility room. the generator is
missing all three batteries, you'll find the first on the way out but you need
to slime it before you can wrangle it around, the same goes for the batteries
in the corners of kitchen . Use you PKE googles to find the ghosts trails for
the ghosts with the charges. You'll get them in order Kitchen 2,1 then 3.
After bringing the batteries back to the generator head through kitchen 3 and
go into the pantry. Stasis the web and blast it and the spider and goe through
the now open door. After one more fight with Echoes watch the cutscene as the
level ends.
*****************
10b. Splitting up
"Yeah, you were going stong right up until the passengers got trapped inside
the bus station." - Ray
After the cutscenes you'll need to wait through two conversations,then head
down the left hall. After another scene you can go forward, just watch out for
Echoes. The next room is the begining of the Phantom Labyrinth, it's easy to
get lost but your Paragoogles can show you the correct door as a swirling
portal, Keep and eye out for Ghost Snares one room has you needing to Slime
and wrangle a door to go forward and another needs you to use the Stasis Beam
on a moving barricade to make it past.
When you get to the end you'll find a door with four spirit locks. After a
door next to it opens you'll have to follow your PKE meter to the key ghosts
in a series of rooms. SCT each in turn, (First is hiding in a chair, second in
a bed, third in a tv and fourth in a bathtub). Head back the way you came,
when you can't find 1221 break out your Paragoggle to find the door the hose it
down with slime. A large number of Spider Scuttlers will appear. Alternate
between Shock Blast and Boson Dart until they are gone the head up the stairs
the appear to end the level.
*****************
10c. the 13th floor
"Well, this looks inviting." - Egon
Break the web after using Stasis Stream and spider will swarm you. After
you take care of those pest move forward taking care of any webs and spiders
in your way. At a dead end you'll find a cacoon glowing purple and two ghosts.
slamming the ghosts around will likely break the cacoon releasing Spiders so
break it open on your own and kill the spiders before busting the ghosts. then
just statis the web and blast to move on.
Head down the twisting hallway (keeping in mind the wall becomes the floor)
then Stasis one of the webs covering the doorways and drop down into the room
and doing the same to the next web. you'll drop into a room with two ghosts and
two cacoons. Handle one Cacoon at a time first then bust the ghosts.
Stasis the webs holding up a painting on the ceiling and drop into the pit
using the painting as a ramp to get out, take care of the Cacoons as they'll
keep spawning Spiders until destroyed. Slime a door on the wall then move it
to a door outline in to go ahead.
Take out Cacoons in the next room then wait for a lift that you can walk on to
come. When the lift stops Us Stasis Beam on it to hold it in place till another
lift comes. Repeat until you are across the room. Head down the hall taking
out ghosts, cacoons and spiders until you can call the elevator. Step in to
end the level.
*****************
10d. Lair of the Spider Witch
"I've seen slime, ghouls, gods and demons but I really hate spiders. And that
is a REALLY big spider." - Egon
As soon as you enter the Spider Witch attacks
*****
Boss: Spider Witch
Your weapons can not hurt her, though Shock Blast kills her minions. The only
way to damage her is to us the Stasis Stream on the web strand that she hangs
from then blast it sending her crashing to the ground. After she crashes avoid
her web balls while blasting the little spiders. When her health is down
halfway she climbs up the webs on the walls, Stasis Stream works on them to
but since she becomes a moving target wait until she attacks before sending her
to the ground. Once her health is gone wrangle her human form into a trap.
*****
A conversation later the Hotel is cleared.
*****************
11a. Rivers of slime
"Nobody enjoys rushing headlong towards thier death more than this fellow."
- Peter
After the cutscene you'll be attacked by two Clutist Ghosts, keep your distance
from the one with the swords and dogde the blasts the one with the staff fires.
Hose off the black slime off them then SCT them opening the gate.
Down the passage way you'll come across Black Slime Spawn, use the Slime Blower
on them or Slime Mine if their are a lot of 'em. Next is a Black Slime Scuttler
hose off his coating the use the blast stream, they're nasty in groups so if
playing co-op have one person hose while the other blasts.
When you enter the main chamber slime and wrangle the debris to the right
out of the way, then you'll be ambushed by three Scuttlers, if playing single
player hose them back up and blast each in turn until they're dead, you'll
face a Cultist Ghost, the tight walkways will make keeping a capture stream on
him difficult but keep at it and you'll trap him.
Up ahead you PKE will detect an invisible platform and two orbs. Slime the orbs
to bring them into view. Slam the orb across from you raise a platform that
will let reach the invisble one then Slam the next orb to complete the bridge
and move ahead. Slime the debris and wrangle it out of your way, making sure
wrangle one into the gushing Black Slime fountain.
The next chamber has two Cultist ghosts and the first Slime Pump, after you
bust the ghosts use the Stasis Streams on the turning wheel so the symbols
on top of the wheel match the symbol above it, the giant Black Slime river
will be drained a little.
Up ahead there will be an invisble trail with invisible Black Slime, check
the location of the slime with the paragoogle then clean up the goo, then
hose an orb and slam to continue.
Next wave of enemies are three scuttlers and a Cultist, destroy the scuttlers
first. Next will be three scuttlers and a Black Slime Elemental, use the blower
or mine on him then wrangle and slam his weak points; keep moving backwards
when facing the group. Then lock the three wheels on the next pump into place
to drain more Slime.
Up ahead there are three orbs and a grate to slime. Wrangle all four, just make
sure you also hose the black slime on platforms 2 and 3. Slime and wrangle
debris across the river to a Black Slime grate or you'll find yourself up to
your armpits in scuttlers. Hose the Orb and pass the gate, hose the spawn and
the puddle they come from then the grate that spawn scuttlers, you may need to
rest to restore health here.
Next crossing has four orbs two on each side. The diagram below shows the
pattern as you approach it.
1 2
3 4
In order Slime and Wrangle 4,3,2,1 Stasis the platforms between slams to make
sure they don't sink as you wrangle the next orb.
There's a lot of regenrating Black Slime ahead so use the Slime Mine to make
a clear path long enough to cross, make sure you get rid of the scuttler grate
slime permanently. The next Slime Pump has a missing wheel, Stasis the present
wheels then move ahead into a alcove room. You'll face a black Slime Elemental
and a Cultist Ghost, get rid of the Elemental first as he can mess up your
capturing of the Ghost. slime the wheel in the room and wrangle it back to the
pump, then Stasis it to drain the rest of the slime river.
Go forward and down the stairs in the now dry river. In the large area ahead
you'll come across four Cultist Ghosts. You only need to capture the staff
ghosts to go up the stairs but you need to get all four to open the door. Keep
on your feet and SCT all four then go into the door to the next level.
*****************
11b. the slime labs
"Ahh, the sweet science of a proton beam destroying everything in it's path."
- Winston
As soon as you begin a Cultist Ghost is baring the door. The Black Slime
flowing out of a pipe can give him his shiled back but other than that he's
your basic Cultist. Take out three Scuttler as you move into the central room
and you find two Cultists holding Peter, catch them to free Peter and open the
next door, there's also a slime pipe here so hose just one ghost at a time as
not to waste your efforts.
There's a Cultist in the next room, but Peter will make busting him even
easier. Next trap the Cultist Ghosts to free Winston but before you can leave
you'll need to take care of scuttlers and another Cultist; concentrate on
hosing the enemies them the other Ghostbusters can do all the blasting, then
blast and trap the Cultist.
Go back to the central room, and across from where you found Winston. Head down
the stairs first to remove any enemies and Black slime you may encounter when
you fall. Then use your Paragoggles and Slime Blower to make it across the
bridge. More scuttler then you'll find Egon being held by to Cultists with a
slime pipe, HSCT them and get Egon back.
Go into the next room on the balcony and you'll find scuttlers with thier queen
she's not that special, just a scuttler that stays still and has more heatlh.
After she's dead you can head back into the Central Room and go through the
last door.
The chamber ahead has three cultists and a Slime Lab Elemental, don't bother
with the cultists until you take car of the elemental, he'll just reslime them.
use the Slime Blower to get rid of his own black slime, the Shock Blast to
expose his weak points, then the Caputre Stream to Wrangle them. After he's
gone the Cultists should be cake. Head through the open door, watch the
cutscene then into the next doorway to get out of the labs.
*****************
11c. Black Slime Beast
"Another one that is NOT beautiful on the inside." - Peter
Head down the lower tunnel and across the gears; to get the Orrey started back
up you'll need to power three batteries, thankfully the needed ghosts come in
waves. First is a sword cultist, jst be sure to slime the batteries first.
Second is two sword cultists, and you need to trap both before the next wave.
Third is a staff cultist once, he's done the machines will start moving again.
To cross the gears again you'll need to Stasis stream them, if the path is
blocked Stasis the gear you are on til the next starts moving again.
Now prepare for the ugliset boss yet.
*****
Boss: Black Slime Behemoth
It'll mainly try to hit you with black slime balls that create black slime
puddles if they miss, avoid them then clean them up (if you're playing co-op
one player should focus on clean up while the other attacks). The Paragoggles
will show the the two mouths on stalks next to the mouth under its eye along
with that center mouth are his weakspots, but you can only damage them with
Slime Mines and each weak point will be unusuable after the a certain number of
hits. When the last one is unusable you'll turn this oozer into a loser.
*****
Watch the Cutscene then you'll return to the firehouse.
*****************
12a. The coming storm
"Man, there ain't nothing dead in this graveyard!" - Winston
When you start off there will be eight large headstones to your right. To open
the gate you'll need to slime and slam the headstones in pairs. The pairs are
indicated by dancing skeletons. Slam the following pairs:
B D C D
A C B A
When you match all pairs Ray will join up with you a little further ahead.
Slime the coffin then slam it to open the tunnel forward. A Grave Scuttler will
run off so chase after it, he comes back with friends. I HATE these things,
thier bites can do real damage and if they hit you enough they explode on
defeat. Use the Stasis Stream to freeze them, then pepper them with Boson Darts
needless to say this can overheat your pack quickly so change weapons to
cool them faster, and stay away from red ones when they die.
Four more Graves appear up ahead then you'll come to a big chamber, there are
many openings to blast but only destroy the third from the right as you go in
unless you want to be up to your armpits in Graves. After you get out of the
tunnel a cutscene occurs, if you move through the opening two Gargoyles will
attack, Boson them like you did way back in Puffy White Menace. Move between
the mausoleums and Spirit Locks appear and the mausoleums are buried. Three
Gravedigger ghosts then take the keys through three gates.
A mausoleum maze pops up if you try to make a b-line for the gates forcing you
to go around, if that weren't bad enough the maze has Graves, Skulls and Snares
waiting an unweary buster, each gate has different colored torches and I'll
list enemies for each color.
Red has a Gravedigger and two Imp Demons, these guys are even more annoying
then they are dangerous, the fireballs they throw can instantly overheat your
pack and they can charge you for damage, use the Stasis Stream to freeze them
in place then Shock Blast them back to Hell. The Gravedigger is tough but your
basic SCT.
Green has a Gravedigger that shoots at you and three Graves, other than the
shots nothing new. Blue has two Gargoyles and a Gravedigger that shots balls of
black slime. Hose him off if he covers himself in black slime then bust 'em.
Pass the now opened gate to face the the toughest miniboss yet, the Gozerian
Servitor. This guy can only be hurt by Boson Darts and he brings Graves and
lots of them. Leave the Graves alone and they will kill you, kill them and
the Servitor will generate a shield that you have to wrangle from both his
hands. It's worth wrangling in order to hit him, but expect to revive Ray
a lot.
After you take down big ugly follow the path until a gate closes behind you,
hang a right until you see a big ball of...something. Slime the casket under
it then slam it to break open the doors ahead. Doing so will awaken Stone
Cherubs that attack you. Boson Darts are the way to go but unless you're a
crackshot with them use the Stasis Stream first so your pack won't overheat
from a miss. Continue down the path fighting Cherubs and Imps until you clear
the level.
*****************
12b. The Necropolis
"Dead guys incoming!" - Ray
After moving forward and a cutscene you'll be in front of the exit to the
level, there's just one problem, the door ahead has been broken into four
pieces and you'll need to find them and bring them back to leave. The first
piece in right in front of the door, slime and wrangle it but take care of the
Cultists that appear when you move it, after they are gone move the piece into
place.
The other three pieces are in three branch areas of the Necropolis, with the
door behind you head right into the red area, watch out for Graves. The
second piece is guarded by not ghosts but a puzzle, you'll need to slime and
slam the for statues around the fence so that all thier fingers are pointing at
the door piece when that is done the fence will drop and you can slime and
bring back the piece.
From the left of the door is a blue area, take out the Graves and move into
the area to face Gargoyles and three Stone Elementals, along with a black
hole that launches energy that work like black slime, hose off anything
enemy that gets hit with the stuff. The Stone Elementals are hard nuts to
crack, hit them with the Stasis Stream to slow them down then use Boson Darts
to expose their weakpoints, after that wrangle them down then claim you door
piece.
The last piece is in the Green area that is directly across from the door,
you'll need to go around the side to get there. Beat the Graves then prepare
for a throwdown. The enemies come in waves, first is three Gravediggers,
dodge thier fire then SCT them. Second are three Gravediggers and a pair of
Imps. Destroy the Imps first so thier fireballs won't overheat you while
wrangling. Lastly are three Imps and a Grave Golem. Get rid of the Imps then
use Boson Darts to expose and wrangle the Golem's weak points, victory will
earn you the final door piece. Bring it back to head to the final battle.
*****************
12c. The Architect
"But the guy's tied up!" - Ray
"Villians don't usually do that to themselves."- Egon
Watch a cutscene that explains everything that's been going, then get ready to
rumble.
*****
Boss: Shandor, Gozerian Sorcerer
Don't bother blasting him while he's split up, avoid his attacks until he
pulls himself together then hit him with the Stasis Stream to keep him that
way for a while, sap him until he splits up again then repeat the process
until you get a capture stream on him. Slam him around until he's dazed then
guide him above the portal in the middle of the room, you may need to angle
the remote up slightly.
*****
One cutscene later you will enter the last level.
*****************
12d. The Destroyer
"The Architect? That's not so scary, the Contractor that's who kills ya!"
- Peter
Head up the stairs, One cutscene later the main event begins.
*****
Boss: Shandor, Ascendant
The coward hides behind a mask that must be weakened and wrangled before you
can get the madman in the center. After the take a set amount of damage he
brings the mask back with two claws. Avoid the claws and continue hiting and
wrangling the mask. After the brings back the mask for a second time he covers
it in black slime, hose it with the slime blower then continue zapping and
wrangling. The third and final time he returns the mask he covers it with a
shield, use Stasis Stream on the Obelisks on both sides of the mask then blast
them to take out the shiled, repeat as needed. When his energy is gone a
cutscene will occur, cross your stream with the other Ghostbusters' by
firing at the huge glowing ball to give Shandor the total protonic reversal
he so richly deserves.
*****
Congratulations, you just saved New York and the world from a disaster of
biblical proportions! Enjoy the ending!
*****************
13a. Art Page Locations
Coming Soon!
*****************
14a. Scan Locations
Coming Soon!
*****************
15a. Unlockables
Gozerian rookie suit: Prevents sliming while giving you a ghostly appearance
Unlock: Beat the game on Gozerian difficulty
Increased Scanning Speed: PKE scans complete almost instantly
Unlock: Collect 50% of all scans
Faster Health Recovery: Health recovery starts sooner goes faster
Unlock: Collect 50% of all Art Pages
No equipment overheat: your pack will never overheat
Unlock: Collect 100% of all scans
Equipment Strength Upgrade: All weapons do more damage
Unlock: Collect 100% of all Art Pages
Invulerablity: You never take damage
Unlock: beat the game with 100% of all Scans and Art pages
*****************
16a. Legal Info
This guide may not be reproduced except for personal use. Do not post
on any website or distribute to the public without the advance express written
consent of the author. Use of this guide on any web site or public display
without permission is a violation of copyright law and is strictly
prohibited.
All trademarks and copyright within this document are the property of thier
repective trademarka and copyright holders.
*****************
17a. Special thanks
- Thanks to Atari/Columbia for the game
- Thanks to Harold Ramis and Dan Akroyd for the entire Ghostbusters Franchise
- Thanks to my brother, James, without whose support this guide would not
have been possible
- Extra Special Thanks to all my friends and family for the kindness that
carries me through each day
- Finally thanks to you the reader for giving me a reason to write this
after all...
We ain't afraid of no ghosts!
Copyright 2009-2010 Richard Wallberg/Richforce